Post by Gambit on Apr 12, 2014 23:52:17 GMT -5
I had an interesting idea I thought I would throw out there as it came to me in another thread.
Some of the contracts like diliver or passenger drop off missions seem easy and boring and almost always successful as long as you dont get searched along the way.
It would be cool to add more interactive interaction or choice as well as a skill check when attepting to complete a mission, much like how other missions like bounty hunting, survellance missions, blockadi g missions etc, require a certain skil, set to attempt.
Much like how we are given a choice during mutiny, on which skill to use between fight or bribe, we could choice between stealth or negotiate, like when smuggling in people or packages, such as bribe the authorities or land outside of town. Or in the case of dilivery to wilderness stealth to dropthem off somewhere where no one is inhabbiting or negotiate to drop them off in an existing settlement with a pass or fail outcome. Would be great to add more depth to these two skills. And give more consequence to how you develop your character. If you choose to go the route of a smugglar or captain that lives on easy contracts.
Combine this with a filter to choose our contracts and gold...you could be effective making money nearly as safely as exploring.
I would like to see contracting be as viable an option as exploring, which is such a big money maker and really the only option early on.
But as exploring is balanced with requiring crew which can die but are free, which equates to time spent recruiting, or taking a wound, which costs a lot of money to heal, contracts could give more money but have chance to fail based on skill like exploring or mutiny. Smuggler officer (stealth check) could have value in this skill check as well, or Political officer (negotiate check), or merchant officer could increase overall payout for contracts. Giving them more value and a more robust system for rpg...after all, it is called star traders rpg.
Some of the contracts like diliver or passenger drop off missions seem easy and boring and almost always successful as long as you dont get searched along the way.
It would be cool to add more interactive interaction or choice as well as a skill check when attepting to complete a mission, much like how other missions like bounty hunting, survellance missions, blockadi g missions etc, require a certain skil, set to attempt.
Much like how we are given a choice during mutiny, on which skill to use between fight or bribe, we could choice between stealth or negotiate, like when smuggling in people or packages, such as bribe the authorities or land outside of town. Or in the case of dilivery to wilderness stealth to dropthem off somewhere where no one is inhabbiting or negotiate to drop them off in an existing settlement with a pass or fail outcome. Would be great to add more depth to these two skills. And give more consequence to how you develop your character. If you choose to go the route of a smugglar or captain that lives on easy contracts.
Combine this with a filter to choose our contracts and gold...you could be effective making money nearly as safely as exploring.
I would like to see contracting be as viable an option as exploring, which is such a big money maker and really the only option early on.
But as exploring is balanced with requiring crew which can die but are free, which equates to time spent recruiting, or taking a wound, which costs a lot of money to heal, contracts could give more money but have chance to fail based on skill like exploring or mutiny. Smuggler officer (stealth check) could have value in this skill check as well, or Political officer (negotiate check), or merchant officer could increase overall payout for contracts. Giving them more value and a more robust system for rpg...after all, it is called star traders rpg.